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Ask the headset for a configured refresh rate, 120 Hz on the Steam Frame
[vr] refresh_rate (Hz, 0 = the headset's own) is requested through XR_FB_display_refresh_rate each time the session starts running and whenever the setting changes, matched against the runtime's own list within half a hertz. Setting it back to 0 restores the rate the session started at. A rate that is not offered, or one the runtime declines, is logged and changes nothing. The game renders 60 frames a second, so at 120 Hz every frame shows for exactly two refreshes, where 72 or 90 Hz hold some frames longer than others. The Steam Frame build defaults to 120; every other build keeps the headset's own rate unless the player picks one. The F10/headset panel and the Android launcher's Headset section offer the choice; the interpolation tooltip points at it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -9,6 +9,21 @@ inline uint32_t NormalizeFrameInterpolationFps(uint32_t value) noexcept {
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return value == 1 || value == 72 || value == 90 || value == 120 ? value : 0;
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}
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// The display refresh rate to ask the runtime for ([vr] refresh_rate): the one it lists within half
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// a hertz of `requested` (runtimes report 119.9 or 120.00001 for 120), or 0 when none is close.
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inline float MatchDisplayRefreshRate(const float* rates, uint32_t count, float requested) noexcept {
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float best = 0.0f;
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float best_distance = 0.5f;
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for (uint32_t i = 0; i < count; ++i) {
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const float distance = rates[i] > requested ? rates[i] - requested : requested - rates[i];
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if (rates[i] > 0.0f && distance <= best_distance) {
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best = rates[i];
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best_distance = distance;
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}
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}
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return best;
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}
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// A render-rate ceiling on the compositor's own display-time grid. Auto (1)
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// renders every tick. Fixed targets cannot increase the physical refresh rate.
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class FrameInterpolationPacing {
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